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Warhammer Dark Millennium Campaign Concepts
Build a fleet roster as per the BFG rulebook. (Chaos and Imperial Players start with a roster of 2,000 points. All others have 1,500 points)
An 40k army roster of 3,700 points. The army roster is not constrained by the Force Organization Chart, so you may, for example, have 4 (or more) HQ units, and/or 5 Heavy Support Choices. (The missions being played however, will be configured by the FOC).
The map will be handed out to each player, and fleet positions will be marked. Garrison points will be similarly marked.
The Campaign Turn
Determine initiative by rolling 2d6 + renown wagered. (All players secretly wager before dice all rolled, and the amount of renown wagered is lost, and in the event of a tie, the advantage goes to the player with the higher Strategy/Attack rating. The turn advances in the order rolled, but the winner may swap places with any one player in the order if they wish.
The active player moves his forces. He must travel from system to an adjacent system via warp-space channels. If you wish to travel further you must spend your entire turn transiting the Immaterium aboard a capital ship (You may ask other players to transport your armies if you do not have a fleet of your own). Alternatively, a player may fortify a system he controls by garrisoning his planets. (Orks must travel from planet to planet, but may opt to place 2 garrison points on worlds they control, or move 2 â€˜spacesâ€™ through the warp-space channels.
The Active Player decides the location and type of engagement (40k or BFG), and the opponent. 40k engagements may only be played on contested worlds. BFG engagements may only target ships that are in transit between worlds (Due to repositioning or long range transit)
Roll strategy rating to determine mission. Active player gets a +1, and a further +1, if they have less renown than their opponent. The winner gets to choose the mission.
Roll strategy rating to determine who is the attacker or defender (If the mission does not have an attacker or defender, the winner may choose deployment zone), and whether the mission will be Alpha, Gamma, or Omega (if appropriate). The player that controls the system gets +1, and the player with more renown gets an additional +1 to the roll.
Once mission has been chosen, determine maximum point value for the engagement and pick your forces from units available on their rosters.
-In BFG; for every system a player holds over his opponent, reduce his active fleet by 10 points, as his resources are spread thin defending the sector.
-In 40k; for every garrison point in a system held (or in place over the opponent on a contested world) the player may increase his active force by 50 points. (Example: A Space Wolf player is initiating an assault on a world held by the Iron Warriors. The Iron Warriors have 6 Garrison points there. As the Space Wolves have not claimed any territory on this world yet, the Iron Warriors would have an advantage of 300 points to spend on their army list for that battle.)
NOTE: You cannot change the details of a unit or change their points value at this stage â€“ they must come from your roster and not changed in any way.
After the battle the winner claims the system (Or removes a garrison marker as appropriate), and adjusts renown as follows:
In Battlefleet Gothic Renown is gained by the following:
-Winning a Major Engagement (750+ pts) +2
-Winning a Minor Engagement (750- pts) +1
-Victory points earned +(VPs/100, round up)
-Sub-plots (BFG pg 83-84) Variable
-Each Capital Ship Hulk Captured +1
-Fought commander with higher renown +1
-Fought fleet with higher points and lost +1
-Fought fleet with higher points and won +2
Renown is lost for the following:
-Losing a major engagement -1
-Losing a minor engagement -1
-Each capital ship lost -1
In Warhammer 40k Renown is gained by the following:
-Winning a Major Engagement (1,500+ pts) +2
-Winning a Minor Engagement (1,500- pts) +1
-Victory points earned +(VPs/100, round up)
-Fought commander with higher renown +1
-Crushing Victory (Major engagement only) +1
-Victorious Salughter (Major engagement only) +2
Renown is lost for the following:
-Losing a Major Engagement -1
-Losing a Minor Engagement -1
Award Experience (BFG pg 154, WH 40k pg 242)
Make Promotions based on total renown (BFG pg 153)
Make repairs and withdrawals (BFG pg 154)
Make appeals based on your renown:
Renown No. of appeals
You can make multiple appeals but no more than 2 of any one. After you have declared what you will appeal for, roll d6 to see if your appeal is granted.
-Refits/Training (40k)/Garrisons/Battle(Eldar and Ork only) 4+
Other/Advanced Training (40k)/Redeployment 5+
-Reinforcements in 40k: One additional unit may be added to your master roster, or you may alter an existing unitsâ€™ size, configuration, etc, without losing any earned xp.
-Training in 40k: Nominate a unit in you roster and add 1d6x100 to their xp total.
-Advanced Training in 40k: Nominate a unit in your roster, that unit receives 1,000 xp (Must have at least 100xp to qualify.)
-Garrisons may allow a player to place a single garrison on any one controlled world.
-Battle allows eldar and ork players a chance to bring a larger force to bear for an important objective. They may participate in a â€˜Battleâ€™ type engagement.
A fortified world is hard to take. For each garrison point on a world, add +50 points to the controlling playerâ€™s active force, in addition to the points value agreed upon. (For example, and imperial player attacks an ork held world with 5 garrison points. The ork player may add 250 points to his army list to represent the forces present.
A player may reposition his garrison points from one world to another within the sub-sector by using warp-space channels. The player must have a capital ship available in his fleet registry (Not crippled or withdrawn for repairs) present in the sub-sector to do so. Additionally, he must have an unbroken supply line to transit further than one world.
Sometimes a player must undertake a wholesale remobilization of his forces. He must have a fleet roster with at least 100 points per garrison point he intends to transport, and at least one capital ship, and a controlled world to rendezvous at. (You may ask other players to transport your armies if you do not have a fleet of your own, or may instead appeal for aid from rogue traders/neutral forces). On your following turn you may redeploy your forces on any world you control, claim a single uncontrolled world, or launch a planetary assault. This is the only way to get troops from one sub-sector to another.
If a player declines a challenge, the challenger gains 1 renown and the player challenged loses 3 renown as tales of his cowardice spread. Subsequent refusals will result in a 5 reduction. 3rd and subsequent refusals will result in a 7 point renown loss.
In Planetary assault mission, for each assault point inflicted on a planet, remove one garrison point or add one if you already control it. This is to represent the effectiveness of orbital assaults, or rapid deployment of drop troops.
If Exterminatus is declared on a planet, and is successfully carried out, remove all garrison markers and the planet is no longer in play. (Must have 21+ renown or more to declare exterminatus) Exterminatus may only be declared by imperial or chaos players.
There are 7 sub-sectors. A BFG game may only be played if there are opposing fleets in the system (or adjacent system), or a transiting fleet passed through an occupied system. Fleets may transit from one system to another to engage opponentâ€™s forces, but they must spend the entire turn if they wish to transit to a non adjacent system, and two turns to transit out of the sub sector into an adjacent one (Eldar and Dark Eldar reduce the transit time by one turn).
A player with enough resources may decide to split his fleet. To do so, you create a fleet registry for each â€˜splinter fleetâ€™ and may deploy them as separate entities. You may still only activate one fleet per turn though. This serves to allow players a chance to intercept opponents who are trying to transit through the sub-sectors.
A player trying to redeploy his forces may be attacked by his opponents. During the transit, for every defeat his fleet suffers, he loses one garrison point marker. If his fleet is wiped out his markers are divided in half. A player can not lose more than half his garrison points in any singe turn of transit. (No matter how unlucky you are, you always have back up plans and decoys)
Any player, regardless of the presence or absence of a battlefleet gothic armada, may transit one garrison point from one world to an adjacent world. Transit of multiple points, or to far-distant worlds requires the assistance of more substantial transport options
To Claim a planet, you must place a garrison marker. If you are assaulting a planet that is already held by an opponent, you must win your initial engagement, to be allowed to place a garrison marker. If, for example, the Imperial Guard have control of a world and they are assaulted by the Iron Warriors. If the Iron Warriors are unable to defeat the Imperial guard in their first conflict, the invasion has been repelled.
On a contested world (One that has markers belonging to 2 or more players), any loss will result in the losing player removing one of his garrison points.
Muliple Detachments will be allowed in games exceeding 2,000 points.
Forge World Models will be allowed, providing you have the appropriate model, and at least a photocopy of all relevant rules pertaining to the model/unit
Any Super-Heavies (Titans, Baneblades, etc.) may only be deployed to a single world, and must be marked on the map. If someone is ludicrous enough to have more than one super-heavy, they may allocate them to multiple worlds if desired. If a player wishes to relocate their assets, they must transport them via capital ship. However, if the ship carrying the super-heavy is destroyed, the cargo is lost to the void of space as well.
Eldar will be able to claim planets. But since they are not interested in conquest, when they appeal for garrisons, they may only receive them on a 5+. This is to offset their considerable advantage in space.
A player is not obligated to use the bonus points entitled to him because of a fortified world. He may use some, or all, of that bonus. If a player elects to use the garrison fortifications (The bonus points allowed for a heavily defended world), and subsequently loses, the amount of his garrison point pool on the planet is reduced by an equivalent amount. [[I had considered putting a limit on the amount of forces present in any given scenario to prevent a 750 point army boosted by garrison points to becoming a 1250 point army against the poor invading forces original 750, but I decided against it. Firstly, because taking a held planet is supposed to be hard. They are dug in, and they arenâ€™t likely to give it up without a fight. And secondly, the players have to reach an agreement on the point value. This will mean that the planetary invasions will be likely be much more epic in scope (As it should be) to mitigate the defendersâ€™ likely advantage. Additionally, planetary bombardment is an excellent way to soften up. Once the attacker has made planetfall, smaller skirmishes will become more plausible.
[[Should we integrate â€œKill-Teamâ€? battles, and if so, how?]]
* "I'm Significant!" -screamed the dust speck
* "Call me old fashioned, but an evil ascension to power just isn't the same without someone chanting faux Latin in the background."